The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Renderer Class
Members
int hasGeodeticPivot ( ) #
Returns a value indicating if the rendering scene has a GeodeticPivot.Return value
1 if the rendering scene has a GeodeticPivot; otherwise, 0.int isNode ( ) #
Returns a value indicating if node rendering is in progress.Return value
1 if the node rendering is in progress, otherwise 0.int isReflection ( ) #
Returns a value indicating if reflection rendering is in progress.Return value
1 if reflection rendering is in progress, otherwise 0.int isShadow ( ) #
Returns a value indicating if shadows are rendered.Return value
1 if shadows are rendered; otherwise, 0.int isStereo ( ) #
Returns a value indicating if stereo rendering is enabled.Return value
1 if the stereo rendering is enabled; otherwise, 0.RenderTarget getRenderTarget ( ) #
Returns the render target.Return value
Render target.RenderTarget getPostRenderTarget ( ) #
Returns the post texture render.Return value
Post render target.int useDynamicReflections ( ) #
Returns a value indicating if rendering of dynamic reflections is enabled.Return value
1 if rendering of dynamic reflections is enabled; otherwise, 0.int useOcclusionQueries ( ) #
Returns a value indicating if the occlusion query test is enabled.Return value
1 if the occlusion query test is enabled; otherwise, 0.int usePostEffects ( ) #
Returns a value indicating if rendering of post effects is enabled.Return value
1 if rendering of post effects is enabled; otherwise, 0.int useShadows ( ) #
Returns a value indicating if rendering of shadows is enabled.Return value
1 if rendering of shadows is enabled; otherwise, 0.int useTAA ( ) #
Returns a value indicating if the Temporal Anti-Aliasing (TAA) is enabled.Return value
1 if the Temporal Anti-Aliasing (TAA) is enabled; otherwise, 0.int useVelocityBuffer ( ) #
Returns a value indicating if rendering to the velocity buffer is enabled.Return value
1 if rendering to the velocity buffer is enabled; otherwise, 0.int useVisualizer ( ) #
Returns a value indicating if rendering of the visualizer is enabled.Return value
1 if rendering of the visualizer is enabled; otherwise, 0.Texture createCustomTexture3D ( string name, int width, int height, int depth, int format, int flags = 0 ) #
Creates a custom 3D texture. Such textures can be used in your materials.In your base material:
<!-- ... -->
<texture type="texture_name"/>
<!-- ... -->
Create a corresponding custom texture via code:
// ...
// creating a custom texture
Renderer::createCustomTexture3D("texture_name", 512, 512, 512, Texture::FORMAT_RGBA8);
Arguments
- string name - Texture name.
- int width - Texture width, in pixels.
- int height - Texture height, in pixels.
- int depth - Texture depth, in pixels.
- int format - Texture format, one of the TEXTURE_FORMAT_ values.
- int flags - Texture flags. A combination of flags (such as TEXTURE_USAGE_, TEXTURE_WRAP_, etc.)
Return value
New created custom 3D texture.Texture createCustomTexture2D ( string name, int width, int height, int format, int flags = 0 ) #
Creates a custom 2D texture array. Such texture can be used in your materials.In your base material:
<!-- ... -->
<texture type="texture_name"/>
<!-- ... -->
Create a corresponding custom texture via code:
// ...
// creating a custom texture
Renderer::createCustomTexture2D("texture_name", 512, 512, Texture::FORMAT_RGBA8);
Arguments
- string name - Texture name.
- int width - Texture width, in pixels.
- int height - Texture height, in pixels.
- int format - Texture format, one of the TEXTURE_FORMAT_ values.
- int flags - Texture flags. A combination of flags (such as TEXTURE_USAGE_, TEXTURE_WRAP_, etc.)
Return value
New created custom 2D texture.Texture createCustomTexture2DArray ( string name, int width, int height, int depth, int format, int flags = 0 ) #
Creates a custom 2D texture array. Such texture can be used in your materials.
<!-- ... -->
<texture type="texture_name"/>
<!-- ... -->
Create a corresponding custom texture via code:
// ...
// creating a custom texture
Renderer::createCustomTexture2DArray("texture_name", 512, 512, 16, Texture::FORMAT_RGBA8);
Arguments
- string name - Texture name.
- int width - Texture width, in pixels.
- int height - Texture height, in pixels.
- int depth - Number of elements in the array.
- int format - Texture format, one of the TEXTURE_FORMAT_ values.
- int flags - Texture flags. A combination of flags (such as TEXTURE_USAGE_, TEXTURE_WRAP_, etc.)
Return value
New created custom 2D texture array.Texture getCustomTexture ( string name ) #
Returns a custom texture by its name. Custom textures can be created using createCustomTexture3D(), createCustomTexture3D(), and createCustomTexture3D() methods.Arguments
- string name - Custom texture name.
Return value
Custom texture corresponding to the specified name, if it exists, otherwise NULL.CBufferCamera getShaderCBufferCamera ( ) #
Returns a buffer containing camera parameters to be passed to a custom shader. This method can be used in a callback to obtain camera parameters at a certain stage of the rendering sequence and pass them to a custom shader.Return value
Buffer containing camera parameters to be passed to a custom shader.CBufferScattering getShaderCBufferScattering ( ) #
Returns a buffer containing scattering parameters to be passed to a custom shader. This method can be used in a callback to obtain scattering parameters at a certain stage of the rendering sequence and pass them to a custom shader.Return value
Buffer containing scattering parameters to be passed to a custom shader.Light getCurrentLight ( ) #
Returns the currently rendered light source. This method can be used to obtain shadow maps for a certain light source in a callback (see BEGIN_SHADOWS callbacks).Return value
Currently rendered light source.Last update:
2020-08-06
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